Joran Vhane

Durgan Stonehammer's page

No posts. Alias of Javell DeLeon.


About Durgan Stonehammer

Background:
As the dark green eyes look upon the landscape, Durgan assesses the situation to be clear. "We're good. Let's wrap this up and go home," he tells his fellow dwarves, a clear and oddly clean tone to his voice instead of the rough-like tone of a typical dwarf. He's always taken great pride in his duty of protecting the caravan of goods as they are moved. A few minor bumps and bruises but all in all, a successful trip, he thinks to himself. And while he thinks positive thoughts, his inner self betrays such notions. Shaking his head in frustration, he packs up and finishes the trip back to Janderhoff.

As they make it back, Durgan finds his captain and reports. "All went well, sir. We ran into a situation or two but nothing we couldn't handle. No one - and nothing - was harmed and/or lost," he reports, his internal self betraying him a bit from his tone.

The elder dwarf looks to the young guard through narrowed eyes, wondering. "Is there somethin' botherin' ye, Durgan? Ya don't sound to positive."

Durgan sighs and fidgets a bit within his mind before finally admitting, "I should've been sharper... sir. While we didn't lose anyone we did have a few injured in one instance. I feel if I would've been cleaner in my duty I could've prevented that from happening. It won't happen again, sir, I vow to be better next time."

His captain just looks to him for a moment while Durgan stands in proper formation awaiting his response. "Alright, Durgan, I've got a job for ya. It's gonna take ya far and wide but I'm thinkin' it's time for ya. Yer gonna go with a group ta a human settlement that is apparently in trouble. I believe they're havin' issues with either orcs, goblins, or both," he says plainly, shrugging.

With a confused and stunned look upon him, he breaks attention. "Orcs? Goblins? That's it? Why those creatures are no more than a mere nuisance, sir. It was only a slight on my part, nothing more, fath... sir. I feel strongly I am far more capable of handling graver issues elsewhere, sir, is there nowhere else I could be of greater use?" he asks, hoping.

Pausing a moment as he considers the young dwarf's words, the elder one leans in close. "This is not punishment, son, this is so you can grow as you wish to grow. You know as well as I there is more for ya out there than there is for ya here currently. And while I expect you ta follow orders, I will also expect you ta return and tell me of all yer grand adventures," he says with a wink as he leans back out. "Is that understood, soldier?" he asks sternly.

Completely dumbfounded, yet, unable to truly argue with his father - knowing deep down inside that he is right - the younger dwarf breathes a sigh of defeat and says, "Yes, sir, understood."

Not long after, the troop of dwarves were finally dispatched out. A bit anxious of where this road was going to take him - seeing how he was used to the familiarity of the trade roads - he couldn't help but find a bit of excitement in the unknown of it all. What he never would've guessed is how far and wide this 'so-called' mission was going to take him.

Durgan Stonehammer is 58 years old, 4'4" and 200 lbs and resides within the mountains of Janderhoff. He has long dark hair that he typically keeps tied up and a dark beard to match. For a dwarf, he speaks what some would consider eloquently. Unlike the typical rough dialect of a dwarf, he possesses a far smoother and a somewhat deep tone.

Durgan:

Durgan
Male Dwarf Paladin (Stonelord) 18
LG Medium humanoid (dwarf)
Init +2
Senses darkvision 60 ft.; Perception +30 (+31 to determine if surprised, +32 to notice unusual stonework)
Aura Courage (10 ft.), faith (10 ft.), resolve (10 ft.), righteousness (10 ft.)
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Defense
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AC 50, touch 17, flat-footed 48 (+15 armor, +5 deflection, +2 Dex, +10 natural, +8 shield)
hp 324 (1d10+144hp's+180Con+18fc+18feat)
Fort +25 (+11base/+8con/+5resist/+1trait)
Ref +15 (+6base/+2dex/+5resist/+2feat)
Will +22 (+11base/+4wis/+5resist/+2feat) (+2 vs. poison, +4 vs. spells and spell-like abilities)
Defensive Abilities Defensive training, evasion, fortification 75%, stoneblood
DR 5/evil, 9/adamantine
Immune Blood drain, charm, compulsion, fear, petrification
Resist negative energy 10, positive energy 10
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Offense
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Speed 30 ft.
Melee +5 impervious/keen/leveraging adamantine fauchard +29/+24/+19/+14 (1d10+14/15-20) or
. . dwarven waraxe +24/+19/+14/+9 (1d10+6/×3) or
Space 5 ft.; Reach 5 ft. (10 ft. with +5 keen leveraging adamantine fauchard)
Special Attacks hatred, phase strike, stonestrike +4 18/day
Paladin Spell-Like Abilities (CL 18th; concentration +20)
. . At will—detect evil
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Statistics
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Str 16/22, Dex 14, Con 17/27 (+1/4 levels), Int 10/14, Wis 14/18, Cha 11/15
Base Atk +18; CMB +24 (+34 bull rush, +34 drag, +34 reposition, +34 trip); CMD 41 (52 vs. bull rush, 46 vs. drag, 43 vs. grapple, 48 vs. reposition, 52 vs. trip)
With weapon:
CMB +24 (+34 bull rush, +34 drag, +34 reposition, +34 trip); CMD 41 (52 vs. bull rush, 46 vs. drag, 43 vs. grapple, 48 vs. reposition, 52 vs. trip)
With weapon/defending:
CMB +26 (+36 bull rush, +36 drag, +36 reposition, +36 trip); CMD 45 (74 vs. bull rush, 50 vs. drag, 47 vs. grapple, 63 vs. overrun, 63 vs. pull, 63 vs. push, 52 vs. reposition, 56 vs. trip)
With weapon/stonestrike (-4 cmd if not grounded):
CMB +32 (+42 bull rush, +42 drag, +42 reposition, +42 trip); CMD 45 (56 vs. bull rush, 50 vs. drag, 47 vs. grapple, 52 vs. reposition, 56 vs. trip)
With weapon/stonestrike/defending (-4 cmd if not grounded):
CMB +34 (+44 bull rush, +44 drag, +44 reposition, +44 trip); CMD 49 (78 vs. bull rush, 54 vs. drag, 51 vs. grapple, 67 vs. overrun, 67 vs. pull, 67 vs. push, 56 vs. reposition, 60 vs. trip)
+4 bull rush, reposition, trip w/Boots of Earth activated
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Feats
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Armor Focus(Full Plate), Elemental Channel(Earth), Exotic Weapon Proficiency (fauchard), Extra Lay on Hands, Iron Will, Lightning Reflexes, Power Attack, Shield Brace, Shield Focus, Steel Soul, Toughness
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Traits
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Life of toil, militant merchant

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Skills 36 sk pts/36 background
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Acrobatics +3: (+3rnks/+2dex/-2acp)
Craft (armor) +20: (+13rnks/+2int/+3cs/+2mwk tools) (+22 on checks related to metal or stone)
Diplomacy +23: (+18rnks/+2chr/+3cs)
Heal +10: (+3rnks/+4wis/+3cs)
Knowledge (nobility) +10: (+5rnks/+2int/+3cs)
Knowledge (religion) +12: (+7rnks/+2int/+3cs)
Linguistics +20: (+18rnks/+2int)
Perception +30: (+18rnks/+4wis/+3cs/+5item) (+31 to determine if surprised, +32 to notice unusual stonework)
Sense Motive +25: (+18rnks/+4wis/+3cs)
Spellcraft +10: (+5rnks/+2int/+3cs)
Racial Modifiers Craftsman, +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Necril, Orc, Shoanti, Skald, Sylvan, Tengu, Terran, Undercommon, Varisian
SQ Defensive powers (immobile, increase damage reduction, renewed defense), defensive stance, lay on hands 13/day (9d6), mercy (diseased), stone servant
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Gear
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+5 Balanced (reflex), balanced (will), comfort, crusading, deathless, mithral full plate (96,500g)
+5 Darkwood heavy wooden shield (26,020g)
+5 Impervious keen leveraging adamantine fauchard (101,014g)
Amulet of natural armor +5 (50,000g)
Belt of physical might +6 (Str, Con) (90,000g)
Boots of striding and springing/Boots of the earth (5,500g/7,500g)
Eyes of the eagle (2,500g)
Headband of mental superiority +4 (Perception/Sense Motive) (64,000g)
Pauldrons of the serpent/muleback cords (3000g/1500g)
Ring of evasion/ring of feather falling (25,000g/3,300g)
Ring of protection +5 (50,000g)
bedroll, dwarven trail rations (x10), masterwork armorsmithing tools, masterwork backpack, silk rope (50 ft.), waterskin (x2), 1,791 gp, 9 sp

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STONELORD ABILITIES
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Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.

Heartstone (Ex): At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace.

Stoneblood (Ex): At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects. At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects. This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level.

Defensive Stance (Ex): At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender (Advanced Player's Guide 277), and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day. A stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

Earth Channel (Su): At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy.

Stone Servant (Su): At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond.

Stonebane (Su): At 11th level, when using stonestrike, a stonelord's attack gains the bane weapon special ability against creatures with the earth subtype and constructs or objects made of earth or stone. This ability replaces aura of justice.

Phase Strike (Su): At 12th level, a stonelord's stonestrike may pass through stone and metal as if they weren't there. By spending 2 uses of her stonestrike ability, she may ignore any cover less than total cover provided by stone or metal, and she ignores any AC bonus from stone or metal armor or shields as if wielding a brilliant energy weapon. A phase strike cannot damage constructs, objects, or creatures with the earth subtype, but unlike a brilliant energy weapon, it can harm undead. This ability replaces her 12th-level mercy.

Mobile Defense (Ex): At 18th level, a stonelord can make one 5-foot step per round while maintaining her defensive stance. This ability replaces her 18th-level mercy.

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SPECIAL ABILITIES
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Per Auras: These abilities function only while the paladin is conscious, not if she is unconscious or dead.
Aura of Courage +4 (10 ft.) (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Aura of Resolve +4 (10 ft.) (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
Aura of Faith (10 ft.) (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.
Aura of Righteousness +4 (10 ft.) (Su): At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (9/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel(Earth): Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Evasion (Ex) If you succeed on a Reflex save for half damage, take none instead.
Fortification 75% You have a chance to negate critical hits on attacks.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immobile +18 (Ex) While in a defensive stance, the stalwart defender adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him. The stalwart defender must be at least 4th level to select this power.
Immunity to Blood Drain You are immune to blood drain effects.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Petrification You are immune to Petrification.
Increased Damage Reduction: The stalwart defender’s damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects stack.
Lay on Hands (9d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mobile (43 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Renewed Defense (5d8 +8, 1/day) (Ex) As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th level. This power can be used only once per day and only while in a defensive stance.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stoneblood (75% fortification, +18 to stabilize) (Ex)
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +4 (18 rounds/day) (Su)